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Spread

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Revision as of 19:01, 23 April 2020 by Crimsonum (talk | contribs) (→‎On Warheads: Switched image to a better one.)
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On Tiberiums

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: Spread
File(s): Rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Applicable to: Tiberiums


Specifies the spread rate, in frames, of this Tiberium/ore type. In other words, this flag determines the delay between each spread check. Once this many frames has passed, each OverlayTypes instance of this Tiberium type will roll a dice to determine if they will actually spread. The global flag TiberiumSpreads can be used to disable spread for all Tiberium types for a particular game or map.

On Warheads

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: Spread
File(s): Rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 1
Applicable to: Warheads

Logic related to Spread, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge.



Specifies the radius, in pixels[1], of each damage falloff step of this warhead. This is measured from the point of impact outwards, in a circle. In effect, the warhead itself forms the epicenter of the explosion.
This illustration shows all damage falloff patterns in Tiberian Sun. On each step from the epicenter, damage is decreased by 50% from the previous step. Note the maximum area of effect and the four corner Cell Spots which are excluded from it.

See Also

Notes

  1. In Tiberian Sun, this is measured horizontally due to the pseudo-isometric perspective of the game.